#ue4-general
1 messages ยท Page 1087 of 1
I suppose but if you take it down when asked you're not gonna get too deep into shit :P
Yea but first of all, these guys are not EA or Ubisoft. They always seemed to be very humble
If you're not planning on making any money from this you're probably reasonably safe
AFAIK start point don't need to be visible for line trace debugs to show.
Still, do it at your own risk.
Yeah, you could get a C&D for it at any point for any reason... but if you follow the C&D, you're unlikely to get into any real trouble for it
I don't know if I can agree with that, when the line source gets a tiny bit off screen the entire line goes away and it's really annoying
does anyone want to work together to make a small un professional game?
i am a 3d artist
I disagree, but I haven't tested my hitscanning system for a while, so my memory is kinda lousy on that.
Yea i guess. ill just try to make it as safe as possible, build a external launcher that check for the game in steam and then downloads the project and installs it. the dev of medianXL (diablo 2 mod) did it like that and it hasnt backfired
See #instructions on how to post on job listing channels (or #game-jam-lfg if you're working on game jam project)
its not game jam
i just want to make a small game with someone who can code
to get better and have some fun
Again, see #instructions on how to post on the job channels, and read on each job channels' description.
@drowsy snow I got a recording of it, idk if its because of the camera frame but if you know why it does this that would be helpful
@drowsy snow if i was using enum based state machine swamping
do i have to do it with the gates node
to get adequate results for swamping between states?
this kind of stuff
Does anyone know how I can resolve this hair issue with meta human? Looks fine in viewport but when I play it's seems like the camera is either too far away and can't load the LODs or I'm missing something. But when the camera is zoomed in a little the hair appears but the movement goes all strange
i kind of jsut want a simple way to swamp bewteen the curent and set enum based states ;-;
Sounds like similar issue someone had a while ago in #metahumans
Mantling? Brb checking on ALS for reference
not just mantling but any enum based state machine swamping
i want something simplier than what i have there ._.
it works but its really floofing annoying to have to setup an update system for if the enum is running than a swamp than a comfirm than opening and closing 4 sets of gates than re updating than entering another state :/
and thats without even touching the functionality
im sure simplier state machines based on enums can be formed
๐ Hey would be the best place to ask for Blueprint / Graphing Questions
#blueprint for logic BP
#graphics for material BP
#animation for animation BP
he has bigger brain than me
This is what I have
I want to get the distance of a player to the center of the shield
Its like a battle royale
if they are outside the shield something happens
But it seems to be ghosting out
or have an incorrect value
That x10 is for the mesh size
Apox Size is 20x19x20
Radius of player sphere?
or pawn
Oh wait
you mean
make a invisible sphere from the player location
of 3000
with the shield sphere of 3000
and checking if they are further apart?
I mean, you could make some simple switch compare in the state transition
well i found a sort of silly but simple way if this works
make enum make a macro with a switch on node to swamp between which one is currently happening
Guys, any idea why a video ( .wmv ) placed in Movies folder, wont play or start in a packaged windows project>?
oki
This is what i have for the video bp
i tried mp4, didnt work, so someone mentioned it had to be .wmv
so what format? .mp4?
?
How odd, so mp4 is best format?
๐ค
ok
Drawing the debug sphere rn
Does anyone know how to zoom the camera in slightly on ALS?
Nothing shows up
No that was not the entire code
hm
can't see a debug sphere anywhere
even if enabled
And more cross platform to boot.
pardon? what do you mean
LOL you trying to make a br game mode for ark?
Yap
I'm being paid a lot of $$$ and i have a deadline to fix this shield in 2 hrs
Seems the sphere is bigger
???
the debug sphere
So when i do / 1.5
it almost works perfectly
ARK is weird.
Ark Editor is wierd and dated
so its just a format issue you think?
Ark 2 will be using UE5 thank god.
1.71 works fine
Moding will be so much fun ๐
Logic error in ark prob
cause this is the only math function
Z coordinate is the height
still even after all that exceeds register index :/
I have no idea, I'm just trying to get my material to show up
basically just wanted this
but it doesn't take material functions WITH a texture, so I had to convert all of them to material functions
Hi, sorry to break into a chat ๐ฎ I`m sitting here updating my computer. and wonder if I should go with i9 or i7 12th gen ?
will UE handle all cores on the i9, or is it a waste of money ? Thanx for any input ๐
i create a new unreal enge city who help me
And it's actually Sqrt 3
answer me
thanx ๐
i create new city who help me
@plush yew So is there something I am missing with shared samplers? What are they?
I already suggested you to try out shared samplers.
it is my anydesk ID 597 593 419
Shared Samplers can go up to 128 samplers.
Ahh okay, there was so much going on in the chat I'm sorry, is there a guide for that?
plenty
did he just post an ID to connect to his pc via some remote desktop program?
there's a whole pool of tutorials for almost all material related issues out there
that seems secure...
Dismiss him.
... nice 
Scambaiting intensifies
i know
this?!
i am confused on ue4 please help me and this is my 597 593 419 ID
well we all know that a strong desire to build unreal enge city will trump any risk assessment of file deletion
@olive flume Nobody is going to connect to that... you need to provide info here if you want help
Screw it.
<@&213101288538374145>
Okay I'll give it a try lol
how to create neon light in ue4
imagine if you asked google that instead of here
I bet there'd be at least 10 tutorials
i know but google now show me best result
https://www.google.com/search?q=how+to+create+neon+light+in+ue4&pws=0&gl=us&gws_rd=cr what exactly isn't "best result" among these?
Oh no! don't ever do that in ark
bro how to covert blueprint image to code
or else your game will be 0.00001FPS
even server die
ARK has weird actor references
bro don't bro me bro
In this tutorial I show you how to create an emissive material with unreal engine 4 (ue 4.15). I also explain how to use material instances of a material.
A fellow artist (3dEx) has a great course an project in which he shows how to setup lighting in UE4, you can find it here:
The course can be downloaded here: https://gumroad.com/a/768980083/T...
Hello, I am new to UE, not new to programming, I graduate from a Software Engineering degree in a few weeks. I was wondering if there was any good resource I can use to make the process of converting blueprints to C++ any easier? i.e this type of node is this way, this other type of node you code this way, etc Any guidance would be greatly rec...
i think you are girl
Thanks Bro
sorry, my point was these are top google results
OMG THANK YOU ALL SO MUCH!
They're not amazing, but they're showing up and I can work with this and make it better from here!
I think the issue here is that our friend wants an easy solution that requires no learning
^_^
Oh you got it working? Congrats man!
Thanks dude!!
Looks like coffee beans but I know how to make them show up better but now I can sleep!!!
Welcome to the complicated spaghetti blueprint system of ue ๐
is it less or more costly to use event tick instead of your own event tick?
omg I just needed to change one drop down menu lol, it feels really good learning that lol
indeed, what
tick is tick is tick, you can choose at what intervals it ticks, but yea, no difference
performance wise if you setup an update event function instead of using update tick would you save on performance?
oh
im stupid
yeah I'm not getting this
DOnt forget to get the free for the month! https://unrealengine.com/marketplace/en-US/assets?count=20&sortBy=effectiveDate&sortDir=DESC&start=0&tag=4910
There is cloud shaders ๐
Last month had landscape displacement
you could of added that to your sand, via material functions
oooh I'm digging these subtle cracks
Yeah I'll look into buying that tool as well, it seems really powerful
I will buy this too!! That's amazing
Quixel Megascans also worth checking out. Since you're Unreal Engine licencee, you're entitled to get their entire libraries for free.
Though I'm going to assume you're already used it.
yupp depreciated.
I wasn't aware it was apart of EU4? Is it?
for now
I wonder if that engine will crash if you cut its supply lines ๐ค
Yeah that was years ago, but I need an ELI5 version of these licenses they're worded in a way that just sounds like someones filling up time in their presentation, but the presentation lasts for days
The next challange is going to be generating a point in a 3d sphere
But that's something that is out of my learning curve.
Long story short: You can use Quixel Megascans assets for free, so long as the final renders are achieved with Unreal Engine.
again can't thank everyone enough for all the help today, lots of good advice too
No thank you for giving unreal a whole hearted chance~
I think I've just broke my project I was working on a metahuman character trying to disable the hair animation which I just resolved. Then when I tried a standalone run the game crashed but still worked fine in the viewport. So I thought I'd try an engine restart, now it won't even open ๐ฉ this is the error I'm getting, but if anyone knows how I can resolve this I'd be over the moon otherwise I've just lost a whole days work ๐ญ
That being said, though, Quixel Mixer, which is their procedural texturing tool, is totally free.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703]
Array index out of bounds: 2 from an array of size 2
I know this is pricey, but this is worth every single penny. I used it in all my ue4 projects. https://www.unrealengine.com/marketplace/en-US/product/infinity-weather
my personal advice is make a backup or save the backup anytime you think you may or may not lose more than 3+ hours of work lol
Yeah, I mean, if Unreal wasn't this generous, I'd be fighting with Unity by now lmao
same ._.
The moment UE4 goes free, I know where I'm going.
Stress, I used to do it once a day but I guess that's not worked out well for me
dude, when i play the packaged project on another PC, the video wont play, but the video plays on the pc that i packaged the video file
perhaps i have to include the video somewhere? In a directory or something?
I did not even look at the ue5 licensing agreement yet.. i hope its not like a 20/80 cut @ 200k
There's also Ultra Dynamic Sky, which is the similar thing.
https://www.unrealengine.com/marketplace/en-US/product/ultra-dynamic-sky
(I personally built my weather system from scratch tho)
perhaps UE4 packages the thing with specific directory ? please help me man
@drowsy snow ๐
Is there a way to "dissolve" redirect node?
I think it's 12 percent after 1 mil? idk
So true, every time before I do anything, even if I'm moving a project or zipping it up to share, I make a backup.
It has to be in Content/Movie
I forgot he added landscape dispancemnt
it is there bro,
however when packaged, it plays on the PC i packaged on, but not on other Pc's
function getPoint() {
var theta = Math.random() * 2.0*Math.PI;
var phi = Math.random() * Math.PI;
var r = 3000;
var sinTheta = Math.sin(theta); var cosTheta = Math.cos(theta);
var sinPhi = Math.sin(phi); var cosPhi = Math.cos(phi);
var x = r * sinPhi * cosTheta;
var y = r * sinPhi * sinTheta;
var z = r * cosPhi;
return {x: x, y: y, z: z};
}
console.log(getPoint());
That's the code i use to make my coordinate
I converted it into BP
but i'm unsure where i plug my Center Point
like XYZ 100,500,0
for example
Maybe the project settings?
I don't use video files at all (my game has completely real time cinematics), so not know much about it.
@plush yewcodecs are installed?
Thanks for trying, ill give that a look
yes ๐ฆ
its a simple .mp4 video man
"simple" mp4
its like, the video doesnt package with the packaged game
In reality, MP4 is a rather wild format.
Would i do
if it plays on your pc when packaged - it is packaged
Center Point + Random point in sphere
I do worked as a video editor before.
mp4 is a container, it's not a video codec
perhaps i have to enable this? under startup movies :
https://i.gyazo.com/439aafb4786e91b09c23a3be59e5fa50.png
array
Startup Movies is something else
yes but only plays on my pc, not on the other one ? :/
They are the videos you see when the game starts, before you get put into the startup map
You might simply not package it properly
Check the answerhub post I sent
Either the codec and/or packaging settings.
ok ill have a look
If you used assets from the asset store and your game makes 1 million, do you have to pay the asset provider as well? or what ever the base cost was thats it, its yours.
ah ok so it is in project settings... okokokokok ill give this a try
I think not. By the clause, you already pay for the licence to use Marketplace assets.
@plush yewno...it's in EULA
good to know... i spent thousands on premade crap.
Well, POM is another way to do it. Last Of Us 2 did go with POM route.
"premade crap" (c) @fierce tulip =)))))
Its not even like its crap tho, like premade walls telephone poles, etc. And LOTS of animations from packs. If the pack has solid anims, I will buy it just to retarget it.
ok ill test now, thanks for the solution ๐
Just got this one yesterday
AAA quality.
it's ok, most of the stuff on MP is low quality I agree
These animations are way to good for it to be 50
we have #fab for this stuff
And no, you don't have to pay the creator
You pay it once and it's yours until they discontinue it, at which point you will have to port it to newer versions yourself
And if $50 is not enough or too much is subjective
They sell this to lots of peeps, which all use the same anims at that point
A unique animation for your game is def a lot more pricey
I have to check one of ND's presentations again, but I guess masking is render target.
Let me scour through my bookmark, brb
just learned yesterday there is a search button there lol
https://advances.realtimerendering.com/s2020/index.html
I forgot if there's an exact talk about the snow trails, but I think this is the one about the environmental stuff. (ND's presentation is the last one)
Question about retargeting to another bone, I am trying to retarget animations from one M4 to another m4 with no animations. Should i create virtual bones, with the same names as the original, so it will allow the animation to play?
In most cases (that I know), VBs are mainly for anim BPs and not necessarily for anim sequences, but I'd copy the virtual bones just to be safe.
okay
I never knew you can retarget these anims.
You learn something new everyday ๐
Is there a way to get keyboard Input while the Input mode is UI Only?
I learned the hard way with ALS lol
I'm trying to make a UI Widget appear when I press a key and then disappear again
I can get it to appear
But I'm also setting the Input Mode to UI Only
So it can't get the input to hide the widget, it gets stuck
Im talking about the actual gun animations and not the animation of the arms or 3p, like clip exit, shoot, idle, reload
Unfortunately, that requires the mode to not be UI-only
Yeah, that could work
Gonna have to try that
Something is not right
and it's always returning a point that is higher
Thoes are the points
hey dude, so i tried the solution and the video still isnt playing
i checked multiple things btw
included movies and directories
Are you trying to get the radius location? scale? or what.
errr is that the right way or, do i just write the name without the directory of the file? <_<
Random point inside the sphere
to teleport the player inside of
so they are not close to each other.
hmm hold on
hey guys, whats name this node? sorry for bad English
Some are also spawning the code
just copying from an old project
thats the "get random multiplier" function
oh k
i cant seem to play videos in my packaged .exe no matter what
its not a .apk, its a .exe windows file
i followed suggestions and solutions here
theres one final solution, someone mentioned to do it via a 3D widget
Blend Poses by bool.
i tried both .mp4, and .wmv
surely i must be missing something?
thx
You want blend poses by int
i followed those solutions, they didnt work :C, also the game is not a .pak its a .exe
Maybe #packaging folks have some knowledge on it?
UE4 uses .pak files
Has nothing to do with .exe
Yeah but your cooked content is usually stored in pak files
at least if your packaging is setup that way
Cook only maps could do something
Depends on if your video is somewhat referenced by map
exclude editor content? ... i mean, i have movie file specifically included?
https://i.gyazo.com/98605e64fe51ef1acacc10e4a51b5490.png
You can also try to add it to the extra folders to cook
Also remove the space in the video name
Spaces are bad
ok removed spaces
you said it was on a movie folder but youre selecting a desktop file, select that one instead
As you may know, I am leaving Microsoft Research at the end of November. Time for something new! I am going to start a new role as Engineering Fellow at Epic Games in December. Epic is doing all sorts of interesting things โ not just games but other virtual reality stuff suchf as special effects for films, design visualisation, architecture,...
you mean ... From the content folder in explorer itself? and not desktop https://i.gyazo.com/76263ad1b51dcec33c5e9623fa671ee8.png ?
u mean from this? https://i.gyazo.com/393821dfb53c50f2cd26d1fd6197d0bd.png
???
OOOoooOO
OH I SEE
thanks bro. ๐ ๐
That's outside
I want it inside
Its like on the surface
Random from 0 to max radius?
Like completely insie
but not touching border
nice ty
can i seperate the dots
a bit further than eachother
thoes are players btw
The latter. Usually use perforce github or source tree/bit bucket are the main 3 I see used.
Question, I'm trying to set up a system where hovering your cursor over an object causes your mouse cursor to change. I have no clue what I'm messing up. lol
Wtf I installed the ue5 .net updates it recommended, then my pc crashed and now I canโt connect to the internetโฆ?
Thanks!
Is there a way to make the chaos vehicle responsible in the same manner as rocket league is? I now have the jump and rolls functioning, but the driving is really sluggish. When you click the "w" key in Rocket League, it goes straight away, but when I press it in Choas Engine, it starts slowly and then picks up speed.
@drowsy snow if i wanted to merge assets
so they all use the same variables and systems and components
would i do so by not only compiling the code into the same places
but also making sure things like variables and function names are the same if they do similiar things?
Hello everyone ๐
I have a small question about something!
Let's imagine that we take a sound that comes from youtube and without doing so on purpose it is copyrighted, for an indie developer what do we risk on the game?
Prison
The gainal grape kind of Prison lmao
Do not do illegal things when selling commerical games youre playing with fire
you either get away with it like triple A companies because no one suspects billionaire companies to literally steal from no bodies lmao
but as an indie people watch you with a keen eye especially if you do really good so your risk is much higher
if you do use it, just be prepared to fork out $$$$$
depends what it is ๐
after the settlement or court hearing
country also
So, it is better to privatize the sounds available on the market place on UE
yup
or make your own
or buy a sound software thats super easy to use
theres aa binch of them that are out atm that make music making easy with real instrument sound files
:3
even if it sounds similar, if you can prove you made it
^
but that is tricky sometimes ๐
or pull a license and youll be fine
Thank you for your informations!
As well as the assets used in the game, they should be put in credits?
dependss
if you buy them from market place, no
guess i made every literal inch of my game >O>
it all depends on that license agreement
and if not there is a site for video game where we buy a liscence and we can use all the sounds of the library
there are websites out there that offer paid or royalty free audio.
most important part is "royalty free" if your getting free stuff
under the agreements of the licence (if any) that comes with it
sometimes they require you to credit them
Wait, wdym by merging assets?
perfect, thanks for all your informations ๐
i am no lawyer, if you need lawyer advice, hire a lawyer or ask a law person ๐
just to clarify
https://www.epidemicsound.com I will visit this website
maybe i can found my dream ๐
like if i buy dynamic wall run
but also some shooting system and i want the systems to become one merged component for example and flow as if its a single asset
If you can buy the licence, then go for it.
would i make sure the variables match if used the same way and mix up functions that do the same thing so their literally interwired for example
i need this licence ?
or just make sure they use the same variables but their sitting in the same component for eaxmple
About that...
It's a bit difficult to merge different marketplace BP logics. Many things has to be modified to unite them.
Yes.
well yes i know alot of stuff need to be unified im just asking what the process would be
I will see later lol
if i wanted it in one component but still seperate as their own function sort of
Well, mainly on variable names, functions/macros, interfaces.
ah
so like a standard intregration
but with extra steps
for stuff that wont copy over x3
that sounds not that bad at all
thank you โค๏ธ
Managed to rebuild my lost work much faster than I had expected luckily. Made my back up this time. Now I'm trying to remove the empty LOD slots on my metahuman's hair. Runs fine in the viewport, then when I run standalone the entire game crashes then if I close the project it then becomes un-openable then I'm back to the start from my backup to try and workout how I can resolve this. Anyone got any ideas?
What is the correct way to manage my level state?
Let's say I have a button somewhere in my level and I want that to change some state on the entire level, what should that look like?
Something something event dispatchers?
If I have an event on my level blueprint, how can I call that from some blueprint within the level?
Something something blueprint interface is also a solid way to do cross BP communication.
I normally avoid doing anything in level BP. I prefer having a stray, invisible, actor BP that "masterminded" parts of the level.
... so, a level blueprint but hidden away so it's not easily accessible? why?
I guess you do get the flexibility of easily moving it to another level if you so desire, and the ability to configure settings directly on the actor instance for example if you want to test some setting so you don't have to override the default in the class
you'd at the bare minimum have to repair broken connections and missing variables. if we were talking about a subsystem then maybe, but even then subsystems are by nature restricted in management
I don't understand people's fear of the level blueprint
yeah to me it seems fine, was just thinking what benefits you get from an actor
to me the configurability of settings via the details panel would be the most important thing but not necessarily a big deal depending on things
Because it's not as flexible as (what I'd call) "mastermind" actor BPs, especially with more modular kind of gameplay or open world levels.
what kind of flexibility are you missing?
Also I find referencing to the "mastermind" actor BP much easier than referencing to level BP.
I like subsystems :D
...but they should really be better exposed in editor, now you have to use UDeveloperSettings for trivial things which while not complicated is still a bit of a hassle
subsystems are great, but you don't have subsystems per level
Basically more persistent variables and whatnot, independent of the level it resides, and reusability.
@rotund scroll So how would you suggest I approach my problem? The docs aren't really make sense to me
If your game is super linear, then level BP is fine. I guess.
sounds like it would be easier to use the game instance to keep track of global variables
yeah I was going to say
the neat thing about the level blueprint is that it can take event dispatchers from actors and convert them to events inside the level blueprint
for instance if you press a button, you could have the OnButtonPressed event show up directly in the level blueprint
no additional bindings required
That's exactly what I want
But I don't know how to set that up
Does the evnet dispatcher go on the button or the level
the button
Then the custom event goes on the level?
level bp is nice for level-specific logic, like in my shooter project it's pretty handy to do level specific "scripting" there
but I don't use level bp at all in my video rental store game since it's very systems-based
what you do in the level blueprint is: select the actor, right click inside the level blueprint, find the correct delegate under create event for actor ref <name>
every game has different needs
but for level specific logic (generally games where level design is king) level blueprints are great for visibility
I'm thinking something like
[Actor]
Interacted -> Dispatch Event
[Level]
Receive Event -> Update state -> etc
pretty much
How do I receive the event in the level then?
usually you dont need the level
I think it makes sense to use the level
I just told you
this
It's nice to get easy reference to the objects
they can
I got a problem guys
I just figure out i have 4.27.1
And i can't go back
to 4.27.0
Any ideas?
How i could do that?
@rotund scroll Yes perfect!!
My Co-Workers are on 4.27.0
yea that ref option is super handy in lvl bp
generally that's the workflow. any time that dispatcher is called the level event will work in the level blueprint
cuz everything is tied to the map
you can also pass parameters to the level blueprint that way, and make it the "level manager" in that sense
Yea that's the idea I had
Shouldn't matter much upgrading to 4.27.1, but you can build the engine yourself from 4.27.0 commit.
Is there a specific reason you want to go back to .0 ? The minor releases should be compatible with each other and the differences mainly in bugfixes and such
i can't
I don't have the option anymore
I just deleted the actual [4.27.1] version
And after that still
4.27.1 was the single one who appeard there
short of contacting epic I don't think you can work your way back. unless you reinstall or revert back via your source control
Does asking your coworker to upgrade to 4.27.1 is not an option?
They can't actually that's strange
Just get your coworker to zip up their UE install, that oughta do it :P
tell them they are living in the past
=]]]
๐
But yeah you should be fine to be on .1 even if they are on .0
I have yet to encounter cross hotfix issue, back when I accidentally upgrade my vanilla 4.26 to 4.26.2, while my source build was still in 4.26.0
yes they can, and it's one of the places where for instance a save system interface makes a lot of sense to have
Either tell your coworkers to try upgrading the editor (it has to be fully closed before the option to upgrade appear in launcher), or just ask them to send their copy of the editor to you.
I had that issue at one point with EGL too where it just would not show the new version
I had to make sure everything was fully closed and then it finally allowed it to update :P
This is what I was trying to make ๐
Can finally make some progress now...
๐
I have a question, I want to edit the default game mode for my game, not change which game mode im using, but I cannot find the file to edit anywhere in my project.
I understand how to make a new one I want to edit the default one that is created as part of the project
Are you making C++ project? Blank BP project don't have its own game mode created for the project.
yes it is a C++ project
Are you using Visual Studio / Rider IDE? It should be immediately visible in the solution browser.
Should be named as something like YourProjectGameModeBase in your project's module folder.
anyone knows why after building my light no light does actually work, i mean it just dark after building
doubt anyone here is a legal expert
I'd certainly not assume that you own any rights to anything whatsoever
I would not assume that
you are assuming there hasn't been a deal with a proprietor
just because something exists in a game doesn't mean that it didn't have to be licensed
several real life locations are licensed and require hefty sums to be used in games, for instance
(or movies for that matter)
getting mad != getting into legal trouble
how so? you're saying "just do it anyway lol who cares about legal consequences"
my point is that you don't know if they paid licensing fees for whomever for whatever. that information isn't usually public.
I mean your point doesn't make sense
I'm saying it's better to err on the side of caution when it comes to legality
I don't care if it is
I'm saying be careful
maybe you're just not understanding the argument
do your research
find out what you own
or what you dont own
etc.
sometimes it's just reading the licensing agreement, sometimes it's more
but just as a blanket statement saying "lol just copy it nobody cares" is definitely not something I'd recommend to anyone
uh huh
I've seen few games referencing other IP, and I have yet to see a major lawsuit happening from it.
again you dont know if they paid fees or not
I don't know why this is even a topic of discussion
Blatant to some, but legally fall under parody.
Enlighten us, dear lawyer.
you understand that I am saying err on the side of caution yes?
don't take unnecessary risks
hello, do somebody knows how i can make this smaller (the collision with the nav mesh) ?
So we are prohibited to parody certain things, even if it barely made resemblance to the source material?
parody requires special rules. tell me, how can you claim a location as a parody?
Might be in the collision settings of the nav mesh? I forgot the settings.
what exactly are you parodying? a location isn't making a statement
By having a partially similar layout, but using own assets. That counts to you?
No?
nope
Okay.
if you can somehow spin it to mean that for a location, then feel free to take on the legal system of where ever
You're the lawyer so you'd know more about the topic than we did.
If I get to partially reference Doom's Hangar map, let's say the iconic room, but using ruined castle assets, then the character said something about it seem familiar, it counts as a parody, right? Or a blatant copycat?
drop it guys holy
lol
2.2.c Products must not contain or be marketed using any copyrighted or trademarked names, branding, designs, materials, or content not owned by or adequately licensed to the seller. Without written permission from Epic, Epic-owned assets may not be used to create sequels or emulate, remake, remaster, or otherwise republish any games created or published by Epic; and Epic-owned trademarks, such as game titles, logos, or character names, may not be used except as permitted under Epicโs fan art policy. Reports of copyright or trademark infringement should follow the guidelines outlined in the Reporting Infringement page.```
that's probably up to a judge to decide whether it's transformative enough or no. I would say, from the onset, no.
and again, not really a parody
Fine then.
Sssshhh. We debate, not report.
That's the muscular manly way.
/s
Yeah, TBF the submission process is strict than more open market like Gumroad
glad you went the right way about it
Friendly reminder to everyone. Make a back up of your project. Sometimes things break, like for me my blueprints just broke for no reason.
Actually, im about to set this up right now
just made 6 copys.
lol
So when i update something it auto pushed to git?
ok:)
Any idea how to get a UE4 ocean using the built in water system without using a landscape?
put the landscape on the bottom of your water
nvm fixed
altogh the cutoff distance for the volume water is a bit short
any way to increase the falloff?
Note to self: Dont set the tessellation factor higher than 8
but yea the water looks dope its just that it looks kinda bad for a flight game when it cuts off like that
Can someone tell me why I keep having issues with UE4 and Nvidia? It would only run in Vulkan for the longest time then after about 6 months of not being able to use it it just started working in DirectX again automagically. I had Nvidia Experience update the drivers yesterday and now i get teh same damn crashes. I went into Safemode and even ran DDU and then reinstalled the drivers...
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12Core
D3D12Core
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
UE4Editor_D3D12RHI!FD3D12Viewport::PresentChecked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:650]
UE4Editor_D3D12RHI!FD3D12Viewport::Present() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:866]
UE4Editor_D3D12RHI!FD3D12CommandContextBase::RHIEndDrawingViewport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:1038]
UE4Editor_RHI!FRHICommand<FRHICommandEndDrawingViewport,FRHICommandEndDrawingViewportString1847>::ExecuteAndDestruct() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:763]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:368]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:429]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_RenderCore!FRHIThread::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:320]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]```
@dense knoll LOL
Should try this instead ๐
good free version of something like oceanoligy.
oh cool they continued the project?
@dense knoll
Yeah
I can try downgrading
You would figure if it was a driver issue though everyone on th enewest driver would be crashing
There's a note about it in pinned messages of this channel.
This is why i went full amd ๐
AMD is more agnostic than NVIDIA.
There's a note about the specific version for the NVIDIA.
I will try getting an older version again
hello does anyone here worked with both Unreal Engine and Cryengine ?
are there any differents between the two ?
tried to rework my movement system because it would be easier long term, not only was it harder and more buggy but i failed after 12+ hours
CryEngine is ahead rendering feature wise, but not much resources for it out there.
Ohhh man ๐ฆ all that hard work.....
yup
Oh well at least you learned from your mistakes,.
the things i suffer through to bring gamers the most lushus near sexual smoothe movement system ever seen in a combat game :3
lol
still need to do stylish jumps afterwards akin to mario 64 when inputs and jump are pressed :3
doesnt help i havent slept since before yesterday :/
You should def look into moveit locomotion fo rhtis
nope it doesnt have the floops
damn
i want movement to feel and react like butter
Yes.
NVIDIA seem to ignore the issue with the newer drivers and just roll with it.
To add insult to injury, none of AMD users reporting similar thing in this server, from what I've seen so far.
i tried everything on the market place and im using a free plugin now LOL
The only issues i ever get are user errors
than layer more movement systems on top of those basics like my current wall run etc
vaulting
princ eof persia like climbing etc
What about vaultit?
nope
Free doesn't always mean shitty quality, after all.
that wont work for semi climbing
its a 1 shot setup
ledge grab than mantle
its also in full C++
I love my PB quake style movement ๐
so more annoying than need be to make changes
i need movement to be this buttery smoothe
regardless of direction :3
Inb4 you make surf maps ๐คญ
im practically there with my base
i just hate my gate based setup
for every animation state i might have to make like 16+ nodes
mostly custom events
and than make the function Zzzzz
also idk who showed me it
but strider is amazing and i have yet to buy it
one walk animation covers so many different walk in angle and such
including strafing omg~
tho i wanna get motion sympony down the line
OH YOU FREAKING KNOW IT BUDDY! JUMP MAPS SURF MAPS!!! BRO ITS ALL GOING TO BE HERE lol
even the save system
for jump maps ๐
which is better to approach ?
Depends on your project really. I can't say for certain about CryEngine, since I have no experience with it, but you could use it if you want an absolute banger renderer. Unreal (seems to) win on the larger use base, more resources, and customisability, though IIRC CryEngine provide source code for public licencees as well.
If your project seem to benefit more with Cry, then go for it. If your project seem to benefit more with Unreal, go for it.
it's just for learning purpose
Unigine is not as intensive as i expected it to be
Unigine is for the more serious bois xD
and the water looks dope
^
same
Yeah me too
that would cut development time of my game from 1932014 quintillion years to just 159155
i really suck at making maps
unless its a ocean
ยฏ_(ใ)_/ยฏ
How about Cesium? ๐ค
eh
it doesent really work
i need the level to be on disk
not streamed from the cloud
and not to be curved as simulating flight physics with a curve would be too intensive
461.40 gives that warning... lol
Huh, I thought Cesium downloads the geo data, guess I was wrong.
That's NVIDIA for you.
UPGRADE TO THIS TOTALLY NOT BROKEN VERSION
Not immediately crashing anymore, thanks
At least Red and Blu doesn't have much concern about drivers lol
btw excel the ocean project doesent really work with ue4.27 anymore
Compilation errors?
Describe "no load".
althogh i still cant find a way to increase the falloff distance
the water just doesent load
Might worth asking about it in the dedicated discord server.
Might be related to your issue, from the discord server
the plugin compat with Playstation?
Maybe? Try it yourself. It's open source, so compatibility with consoles aren't guaranteed out of the box.
i have the preview renderer set as PS5 so im guessing not
cant find an option to increase the scale of the water
How would I create an input buffer for mouse 1 that isn't just full auto?
use a hasFired bool to check, then set hasFired to true. on release set it to false
@dusk nebula
Two days trying to figure out this Hand IK crap.
๐ฆ its finally over
YEAH BABY!!!!
hi
I get this error when I activate the multi user editing plugin in the engine version compiled from source.
Am I wrong for assuming that casting isn't that big of a performance hit? I started off thinking that it would be a noticeable loss when I cast for things like damage events, but now I'm casting like 20 times per second above 300 fps when packaged
depends on what you cast
personally i don't get why casting is implemented in a way that it can slow down stuff
Without know much about the engine, I'd say that it taking some compute time is unavoidable. That's why it's an execute pin node and not whatever the non-execute ones are called
My understanding of the functionality of casting is that it just checks if the in reference inherits and then creates an out reference that's basically a copy of the inherited version
And do you mean that the number of classes cast through can make a difference? I usually only cast as far as I need, anyway, but I wasn't sure if this is the case
you can convert it to a pure cast tho, the reason that it's executable is to have a check if the cast succeed by default
and the reason it can get slow is, that someone told me that it has to check the whole object and it's items (which imho doesn't make sense to do in the first place, but according to some 3rd party it is how it's done)
hard references in that class are apparently also loaded
Can anyone recommend a nice workflow for creating buildings and interiors?
I can't do it at all, it all just goes to shit every time lmao
This took me an hour
hello, I made an artificial intelligence coding, I map and reproduce this artificial intelligence actor manually, but 1 artificial intelligence follows what they are doing, they all play animation at the same time, how can I prevent this?
Is there a setting or something for that? I've seen the non-execute cast node before and don't know if it's worth looking into
iirc just rightclick the cast and chose convert to pure
hey for some reason when i try to destroyactor on an item it only destroys it for the server not for the client, what am i doing wrong here?
i tried to make custom event to destroy it on client and other similar things and none of it worked
multicast also didnt
anyone else encountering an issue with UE4.27 where every time you boot the game editor (be it integrated viewport or separate window), you get less fps than the previous boot?
It's easy to fix as all I have to do is save everything and reboot UE but it kinda gets tiring and time consuming
Is the API of the C++ libraries the same as the blueprints? Or are they fundamentally different?
if you're replying to me, I'm still in early prototyping so for now I haven't touched C++ on this project. I assume that it should be by default, correct?
Hey can someone help me, im having 2 issues, one is that my camera has a shadow following infront of it (only in the camera view not outside of the camera) the second problem is that as the camera moved through the scene my grass foliage pops in (not all of it just random bunches of grass)
Im new to unreal but been using blender for 2 years, making the switch as high detailed environments are just easier to make and render however these issues are kinda animation breakingโฆ. I looked at every fix i could find and none worked except removing my shadows completely
Hi guys I wanted to know that who can I add NFT to the ether linker wallet I created as I am able to create and load a wallet but I am unable to add anything to that wallet. I am using etherlinker and ue4 4.26
@night oar ask the plugin creator.
Hi, can somebody help me understand why my gray scale masks are coming in red in UE4?
Because (true) greyscale images only have one colour channel, and Unreal interpret it as R8, hence the red colour. In contrast to full colour image with alpha channel, which Unreal interpret it as RGBA8.
You don't need to do anything about it as it is completely normal.
Hey again, trying to download quixel, but I'm running on unreal engine 4.21 and it supports 4.22+ so I'm stuck trying to look for older versions of the plugins. Any ideas? https://help.quixel.com/hc/en-us/community/posts/360014414098-Bridge-for-UE2-21- this is the thread I found, but their links are outdated
well their links have been updated to the latest versions of the plugins lol
then right after I wrote all this I found this link https://help.quixel.com/hc/en-us/community/posts/360014131978-What-s-new-in-Bridge-2020-4
never mind everyone I think this is going to work xD
Maybe there's an archive for the older version? I don't know if the github repo is still up or not
Yeah I'm currently looking for the plugin still
I must be doing something wrong then because this is the result I get. But when I saved it as 8 bit, instead of the 16 bit that GAEA puts out, it imported as grayscale. But I dont want to do that for every mask I created. So no clue what is happening
I got it to work!! Did some digging around inside the 2020 version and there's an option in the export to install it.
Seems like your material is to blame. You can just use the R channel from the texture sampler.
Hey can someone help me, im having 2 issues, one is that my camera has a shadow following infront of it (only in the camera view not outside of the camera) the second problem is that as the camera moved through the scene my grass foliage pops in (not all of it just random bunches of grass)
Im new to unreal but been using blender for 2 years, making the switch as high detailed environments are just easier to make and render however these issues are kinda animation breakingโฆ. I looked at every fix i could find and none worked except removing my shadows completely
I'm not sure about the shadows, but you should make LODs for your grasses.
Question, do hidden things in editor cook / package ?? ๐ค
or perhaps i tick "Is Editor only actor" ?
the later
they do
the things thats not in the editor but just referenced in any used blueprint also package
idk about editor only actor , it might package too
Thanks for the insight
I'm using ALS on my character and for some reason the camera keeps jumping occasionally. Anyone know what might be causing this? https://youtu.be/GbGrMLVB0Ss
Hey uh - what's the equivalent of a Rigidbody(unity) in unreal?
So I made a 3rd person project, I am trying to clean up the file structure and if I move the 3rd person BP I get this error, I have gone in with VS and edited my game mode and changed the directory to the new location but i still get this error on start up. Anyone have any ideas?
Where can I find the game design documents of Metin2 game? Including game presentation, promotion and concept?
Are you doing this in the engine or your file explorer?
in the engine, I advanced copied the files then deleted the old.
everything else works but i get that error on startup every time
Try checking through your project settings, make sure everything matches up to your new directories. Might just be missing a update in there
can someone help me
so when i try to get HUDCanvas as by him, its doesnt pop up, and his heads up display doesnt have nothing,
on my heads up display its character sheet,and it does have border char sheet inside, and when i try to connect my heads up display(CharacterSheet) with add child, its wont work
i get this error here
someone help pls
Yo, what component do I use for only rendering a mesh without any physics or collision
can someone help pls
You can use s StatcMeshComponent, just leave physics as NoCollision
I'll try workout how the ALS camera is handling the collisions if I can
im trying to get a HUDCanvas panel as a target BP
so i can connect it to the add a chill BP, target object
@shadow ravine yea, its a widget
like this, right
I am trying to use a box collider as the main collider.
But I can't figure out why Physics won't apply to the BoxCollider
this is my object structure
The mesh is this
I've set the box colliders physics on
yet it doesn't change anything
Hello everyone, Am new here. Please can you explain the tools I need to use unreal engine for development.
these are the colliders
And the box collider collision profile? (oh nvm I see tis on)
also, is this UE5? the UI looks weird/different
Oh yeah, it's UE5. But I thought the problem isn't UE5 specific
Probably not. I mean nothing jumps out at me. ๐
thanks for ignoring help...
I'm transitioning over from unity and thought I'd just start using UE5
But the static mesh component shouldn't interfer, right?
Not if Physics disabled, and set to not collide, although the mesh is not connected to the box. have you turned on physics debug? and see whats happening to the box?
Hmm, no, where do I enable the physics debug?
Also, is there a way to inspect the scene in the editor while runtime?
I honestly can't find it
The console?
the command
I am having an issues updating my pose per gun. It keeps messing up the hand positing.
try: Hit the ` (back tick/tilda key) to bring up the console input box. Enter one of the following commands: show COLLISION - This will draw all collision
yeah, that works
but it's even weirder
the box collider doesn't seem to properly be attached to my object
Yep. ๐
I suppose the BoxCollider would need to be in place of my root object?
Now you are getting it. ๐
Oh thanks ๐.
Just keep in mind, it does not have to be root, but in a lot of cases it should.
One more thing tho - is there a way to navigate the scene while "pie" is running?
In ue4: Press F8, this will unposses
UE5 , who knows
F8 works, that's perfect
I nearly thought that just wasn't a thing ._.
You are trying to connect a canvas panel as a child blueprint.
This is not possible.
As a canvas panel is a UMG Widget and a blueprint is not really related to each other.
But I see they are helping you in BP channel. ๐
if its not possible, then how is it possible by him?
Rather let them help you in BP channel, else we got 2 chats going for the same issue here
great, I tried changing the root component and now I'm stuck in a crashloop
try #ue5-general ?
Fp gun stores information and model, 3rd person gun stores animations, gun data, and client side visual effects. prevents cheats in my opinion doing it like this
imagine trying to figure this out xD
The FP gun is what the client will see
but the 3P gun has the information ๐
I mean its simple to me because i created the system
i understand how it works
lol
i just bought outriders and ive been trying to launch it for over an hour now and it just keeps saying there is an unreal engine crash my drivers are up to date i have no idea what the issue is can anyone assist?
nope
dang ight ive tried going to outriders discord but its dead
ah sorry about that thats my bad lol
all good man
hello, do somebody knows how i can resolve this flickering when the units are moving ?
Is "tick" equal to "FixedUpdate" or to "Update"?
as in - can I execute physics in tick?
Oh, there actually is a dedicated page, awesome
Add Force at Location
does this function exist with local space?
I think it's very odd that the location is treated in world space
nvm
Add Force at Location Local
this exists
I didn't expect that
I'm just gonna use tick for now ๐
I have a data limit of 10gb per day
I am trying to install unreal engine
And of course it's 13gb!!
So i downloaded the 10gb and paused the installation.
And shutdown the pc and clicked "resume" the next day.
But it says we are sorry looks like we are having trouble connecting.
So i canceled and remove the installation.
And then started all over again, but its still the same problem.
What should i do?
Please ping me when someone responds
if you pause download of something in any app, you definitely shouldn't close the app and computer between but keep the app open. And you could always time your download so that the day limit counter will reset during the download.. as in the day will change to next one while you are downloading
maybe you could download the source from github and compile it yourself?
still downloads from internet
the source download has a shell script that has to download more than 10gb
i just did that few days ago for few builds
oh, didnt know that, rip
I'm trying to add a particle to my hit actors bone when hit by my line trace, but I can't work out what to connect to the Attach to Component socket. Any ideas?
got what you asked for...eh????
hmm
holdon
let me look at my other project
i got a refence to the player bp of the child it was hitting
and used a physical material, that covered the player lol
Hi, can I still become a game developer even i'm sucks with art & 3D modeling? I like doing coding btw instead of art & 3D models.
never made one single 3d object in my life. I buy em all from the asset store lol
Anyone know how I can remove this bright glare on my water material when looking down at it
I want to get it like this, but this is only visible when looking up and you can still see the glare on the sides which is still kinda an issue
Of course you can, anyone can become a game developer if they're willing to put the effort in; in order to learn the necessary skill to do so. In your particular case, you have one of the very looked for skills under your belt that is always taken into consideration when hiring a games developer. If they have 3D modeling skills as well as game dev they're going to be the better candidate to others that lack in that area
Damn bro lmao
Thanks bro understood ๐
change reflection method maybe?
the "glare" is a result of the edge fading on screenspace reflections
Never anything wrong. The only issue is, you need to disable multithreading or your FPS in ANYTHING will be shit.
Ah I see, thanks!
Just turned of all screenspace reflections but still getting the same results ๐ค
have you tried planar reflections
theyre resource intensive but they can give the best look
alternatively you can play with the skylight as that is what the water is reflecting when there is no data within screenspace
try a post process volume.
alternatively again you can place reflection captures around your scene
Umm how do i do thatโฆ. Also im using the grass from the desert pack in qixel bridge
try reflection captures
:triangular_flag_on_post: xMellox#2224 received strike 1. As a result, they were muted for 10 minutes.
quick question, Im trying to make UI widgets but when I put a text box everything is invisible. it has no texture.
I think it was the skylight as that was the only source of light I was using so it's intensity was on 30, I've lowered it back down to 1 and put a directional light back in but I'm finding it difficult to get the night lighting to look right now
I might just have to change it to a day scene instead ๐คทโโ๏ธ
use reflection captures (โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
I did try that first and it made it look better but still didn't resolve it
I hope so, just seems like when ever I attempt a night scene the lights are never quite right, there's always something throwing it out somehow
have you tried searching for like night scene tutorials so you can get the atmosphere and lighting ideal?
Yeah I've followed a few now but none of them really get too in-depth they all have just covered the basics. I don't know, I might just have to start reading the documentations or something
what you could possibly do is make it bright and then under expose the camera
via post processing
Post process volume....
Hey guys, Ive been looking around everywhere on google and following the settings they gave, but for some reason I can get any shadows on mobile or mobile preview, they are there on pc view but when i change to mobile they dissapear, I have all the shadow options for mobile enabled in project settings, does anyone know why its happening?
on the character bp, how would i randomise the materials on the skeletal mesh? tryna find info on google but not much info
Create a integer variable name it RandomMeshMaterial or something. Then use what ever type of event you want to make the randomize function run. Then when it's triggered set your variable up to random in range. Set min to 1 max to however many materials you have (X). Then use that variable to update the material on the mesh using branch conditioning with the number of RandomMeshMaterial equaling 1 to X and setting the matching materials and set this up for X materials as you need.
Have you guys seen this:
How do you select everything inside view? i tried drawing a square to select a house made of multiple objects using CTRL + ALT to draw square, but it only selects object you see, i want even the hidden ones behind
CTRL + A
i dont want to select everything in the level, i want to select only a house, but its made of many actors
